kodan50 on 28/12/2006 at 06:24
yeah, and with the hell spawn that D3 offers as well, replace hell with SHODAN and a really good set of speakers and her words will scare the nasties out of you, and if I had D3 to play with like it, I would, but I found a thread where someone is already working on it, so I dont have to :)
As for the textures, will someone link to whatever high-res rextures are out? Or even try running what I have now for suggestions on the level look itself?
** update **
Okay, so I was screwing around with some images when I got this: (
http://img141.imageshack.us/my.php?image=newpic2zr2.png)
So, comverting images to high-res seems soo close now!! I really ope that I can make this work, I just need more to use, but I can always change textures whenever I am ready, so we can use low-res textures for now, and upgrade later.
Nameless Voice on 28/12/2006 at 12:42
That's a good point; everyone always starts doing the architecture for Med-Sci, but they usually seem run out of steam by the time it comes to properly filling it.
Someone should set out to build all the custom objects that a 3D version of Citadel would need, with good high-res textures. So long as they're well-built and not to ocomplex, they could then be used in any future SS1 ports.
kodan50 on 28/12/2006 at 18:06
I started working on models a long time ago for the Quark playground, this was back before the system shock project was even phathomed, I had been working on my level to see what capabilities I can do. I tried modeling, but I definately do NOT have the patience to do that kind of work. I also have been trying to hack around the main display to see if I can change some of the visuals, again with proper failure. Im still not going to give.
So, That is mainly why I am now building this project, I am hopeing that I can get enough people involved to help me with the things I have tried and failed at. Leveling and texturing are going okay. I also have seen models of like the key cards and etc etc for SS2 project, could they possibly be ported to HL1? Maybe I will experiment with those, I will make them myself if need, but if good ones are already out ...
I also worked a bit trying to incorporate the few high-res textures I got into my level, im at the point of trying to figure out where these textures allign and the original textures dont, which is providing a nice challenge, but its getting easier.
I still need a modeler
Bjossi on 28/12/2006 at 20:30
You need to find a coder and switch engines. ;)
kodan50 on 29/12/2006 at 00:45
I got Half Life 2 and its still doing what it was before. Not working, would half life 2 be a tad too much engine for such a simple project? Besides, my system is barely at the minimum requirements, so if I did get it working, ih have to wait like 10 minutes between loading the game and looking at textures..
If I get a faster PC I will port the project over, until then ..
Also, you offering assistance in my project?
Bjossi on 29/12/2006 at 01:47
If your system barely meets the minimum, then isn't that the reason why it isn't working? :o
I can't assist you with anything like coding or texturing since I don't know anything about that. :erm:
Bjossi on 29/12/2006 at 04:56
That is true, it is also simply a good idea to finish off the tough things first. Remaking the enemy models is a pain in the ass though, especially if you want to keep them as scary as the originals, quite a few people prefer the older models over the Rebirth ones for that reason.
Assidragon on 29/12/2006 at 09:40
Trying to do models without any level to work with is a pain in the ass though. Just deciding a useful scale gets hard enough, not to mention the lack of playtest option - harder to design a level around models than models around levels.
JediKorenchkin on 29/12/2006 at 23:58
I doubt SS1 models are in any sort of format that could be transferred over. You'd have to remake them all.
I looked into a few months ago, and you can't do a direct port of SS2 models to the Source Engine either.
[edit] IIRC you can load them up in XSI to get the scaling right, so it's really mostly a matter of tracing. In fact, let me rephrase the whole thing. I wasn't able to get it to work. But my modeling knowledge wouldn't fill a thimble.
rastsy on 30/12/2006 at 01:25
you might think i am insane for saying this but take it back a step, or a little ahead. you might use the quake 2 engine (almost the same as the half-life 1 engine) or go to quake 3 the engine that has spawned 100's if not 1000's of games.
-snootch to the nooch:thumb: